Top 20 Video Game Moments of the Last Generation

With the release of the next gen consoles Playstation 4 and Xbox One, all of the three big console manufacturers entered the next generation of gaming.
While last generation platforms are still mostly getting ports of all the upcoming next-gen titles, games that are strictly only for PS3, Xbox360, Wii (and PC) have become a rarity now.
Therefore, despite still being supported, it's clear that one video game generation has now pretty much ended while another one has just begun.
But what a great generation it has been! With just so many great video game memories we got from its games, it's time to celebrate them with not only a Top 10 list...but a TOP 20 LIST!

In Invisible Kid's Top 10 Video Game Moments of the Last Generation, we are counting down our most memorable moments from video games of the past generation.
Those moments can either be entire levels, chapters, cut-scenes or just single literal moments, that we witnessed or played, and which got stuck in our mind even now that we enter the new generation with the PS4, Xbox one and Wii U.

With that said, the video game moments in this list mean that there are MAJOR SPOILERS AHEAD!
So if you are afraid of getting your game experience spoiled, if you haven't played the game yet, here's your warning --> Spoilers ahead!
Therefore, either skip this list entirely or just skip certain entries by reading their titles or what game they are about.

So without further to do, let's head down memory lane and celebrate once more some of the best games, which we owe some of our most cherished gaming memories to...

Returning to Shadow Moses
Metal Gear Solid 4

Our list starts with one of the most cinematic games of the last generation - Metal Gear Solid 4.
And what could be better to reawake nostalgic memories of this beloved franchise by taking players back to where it all started.
Of course we are talking about Shadow Moses. In MGS4 players are taken back to this abandoned military station to gather intel from the old Metal Gear Rex. What starts very moody and atmospheric by making your way through a snowstorm into the abandoned station, quickly climaxes from a one on one fight with a Gecko inside the station, over a faceoff with Vamp , and finally finishing off with an epic battle between Metal Gear Rex (controlled by Snake/the player) and the technically more advanced Metal Gear Ray.
Returning to Shadow Moses therefore was a great breeze of nostalgia mixed with high octane action segments full of atmosphere, which was great fan service as well as a great prelude to the final act of MGS4. 


The Cemetery
Metal Gear Solid 4

No this Top 20 list is not full of MGS4 moments, but the game's epilogue just so happens to exactly top Snake's return to Shadow Moses.

Following the showdown with Naked Snake, MGS4's epilogue was full of beautiful but also sad moments.
After Raiden gets his deserved family reunion and all the other characters also find their happy ends, the big sad splinter in this otherwise positive ending of MGS4 shows an old Solid Snake trying to take his own life at a cemetery. Knowing that he has nothing left to fight or let alone live for, this seems like the only way out for him.
This was easily one (if not THE) most depressing moment of the entirety of MGS4's experience.
Luckily though, in the last second, Snake pulled a "Bayonetta" on us and actually didn't commit suicide. Instead, Big Boss shows up alive and settles scores with Solid Snake. Father and son or brother and brother (due to Solid being Big Boss's clone) finally make peace with each other after years and years of rivalry.
Loose ends are tied and Big Boss ultimately dies in the arms of Snake telling him that Solid Snake's time of fighting is over and that it is time for him to actually start living his life now.
It was a great blend of sad and simultaneously beautiful moments in this fitting ending to MGS4. This epilogue was without any doubt the ending that we and the franchise deserved.


Kessler Reveals The Truth

Throughout the course of Infamous' story, the game's antagonist mastermind Kessler slowly developed into more and more of an evil persona. Terrorizing Empire City and putting protagonist Cole against impossible choices and odds, you as the player really looked forward to finally kicking this a**hole's teeth in.
BUT THEN suddenly (after kicking Kessler's teeth in in the final boss fight) Kessler reveals the ugly truth:
In a drastic change of events, Kessler reveals that he himself is actually Cole from the future!
Playing to the element of bad-and-good-karma choices in the game's gameplay mechanics, Kessler turns out to be the result of Cole after making specific decisions through the course of the game.
Yet still, Kessler turns out not to be entirely evil. Instead, Kessler's goal was not to specifically terrorize Cole and the city but rather to radically influence Cole and to make him ready for another truely evil and apocalyptic threat, which is only known to us as "The Beast".
With that revelation, the first Infamous game ended and created ridiculous hype for Infamous 2 with the words: "I will be ready.". And after this memorable twist, we, the players, were ready as well.


 Witnessing Jenny's Murder
The Darkness

There is a ton of memorable deaths that happened during the last video game generation, but surprisingly enough, one of the hands down most sinister and gruesome deaths happened in a fairly underappreciated game - The Darkness.
Being released fairly early during the console generation's life cycle and due to some lackluster gameplay, The Darkness only gained little attention with its mediocre reviews.
However, all its gameplay flaws aside, it was fairly strong presentation-wise, with all of the scenes involving protagonist Jackie Estacado's girlfriend Jenny being the most powerful.
The Darkness is an all around mean game full of disgusting people, from mobsters to corrupt cops, even leading so far that the Darkness itself is feeding from your hatred and evil doings. Among all this "Darkness" in the game, Jenny (similar to Aeris from Final Fantasy VII) is the only single light and truthfully good person there.
Therefore, having to watch her being murdered by your mafia uncle Paulie in the middle of the game makes witnessing this horrible scene even more gruesome and depressing. With Jenny's death, the only truely "good thing" in the entire game died, paving the way for Jackie to finally succumb to the Darkness after taking revenge on Uncle Paulie.
Even the game's supposedly uplifting epilogue with Jackie sharing one last moment with Jenny in a dream turned out to be not a romantic final goodbye but rather just more salt in our wound.


The Epilogue
Castlevania: Lords of Shadow 

Talking about story twists, depressing endings and underappreciated games, Castlevania: Lords of Shadow fullfills every single of those three aspects.
Featuring great gameplay and a gripping and long story, players thought that Zobek's big betrayal on Gabriel (or double-betrayal if you also count Satan) in the final act of the game was that "one big twist" in the game's story and that this easily would mark the climax of the experience.
While this could also be rightfully considered to actually be the climax, it still was nowhere near as capable to leave such an impact as the game's epilogue:
Shifting the scenery, player's suddenly found themselves watching Zobek wander through an old abandoned cathedral. There, Zobek starts a dialogue with a shadowy, zombie-like, old figure, which is quickly revealed to be Gabriel. But not just Gabriel, it is Dracula himself.
This realization that players were actually playing as Dracula all the time and that the entire story of Lords of Shadow was actually a "Dracula prequel" blew gamers' minds in 2010.
But for Hideo Kojima this was not enough. Throwing one last twist in our face, Zobek kicks Gabriel/Dracula through the catherdral's glass window revealing the epilogue scene to take place in a modern age city!
With so many well delivered and memorable twists, Lords of Shadow's story was a huge refreshing game-changer for the franchise.


Showdown with Wesker
Resident Evil 5

Despite the widespread criticism of the game, Resident Evil 5 was a very good entry in the RE franchise.
Too many gamers directly compared RE5 to the classic, which was RE4, and therefore had too high hopes for this one to be exactly the same.
RE5 however had its own unique style and blend of action and horror (although the action segments were more prominent) and was considerably strong in its own right.
Among several great moments in the game, this final chapter in the RE franchise (at that time) truely delivered with the final showdown against franchise quint-essential-antagonist Albert Wesker.
Starting from fighting Wesker in a rocket hangar, then on a plane and then ultimately fighting a mutated Über-Wesker inside a volcano (!), the conclusive battle of the franchise was just as epic as it should've been.
With such a great final chapter, it's truely a shame that the entire Resident Evil franchsie didn't just end at this high note but rather continued with a disappointing RE6.
However, the final fight against Wesker still remains as on of the last generation's and the franchise's most memorable moments.


Scarecrow's Mind Games
Batman: Arkham Asylum

Remember the first Metal Gear Solid on PS1, when Psychomantis broke the fourth wall and played mind games not only on Solid Snake but also on you as the player?
Well, except for games like Eternal Darkness on the Nintendo GameCube, fourth wall trickery hasn't been done in games for a long time. This is till Batman: Arkham Asylum saw the light of day:
Aside from establishing Batman as a force to be reckoned with in video games, it's the specific encounter with Scarecrow, which literally snuck up on gamers.
At about the middle act of the game you as Batman are just roaming around the asylum's library wing when suddenly you notice that something seems odd. Eventually you will notice that certain corridors seem to repeat themselves, when suddenly entering one of the previous library rooms reveals the death scene of Bruce's parents with Batman suddenly having turned into a kid again.
But the mind games don't end there.
After several other psycho-sadistic imagery, the entire screen seemingly glitches with the entire campaign seemingly having started all over again - but now with Batman being the one delivered into the Asylum instead of Joker.
It's only a short time later, that all of this is revealed as Scarecrow's sick mind games played on Batman (and the player) with the help of his hallucinogen poison.
While the actual boss battle against Scarecrow himself is far not as intense or effective as his presentation, Scarecrow's out-of-nowhere introduction and fourt-wall-breaking mind games sure left a great impression on gamers when they hit them for the first time.


Returning to the USG Ishimura
Dead Space 2

In a game, in which there are so many horrific and scary moments, like Dead Space 2, it's quite hard to pick the absolute scariest one. But aside from the creepy "kindergarten-section" on the Sprawl, it just has to be the incredibly moody return to the USG Ishimura - the place, where the outbreak in the original Dead Space started.
With all of the dark rooms and objects on the Ishimura now being completely wrapped in foil like in a crime scene, the dynamic pace of the previous chapters got a drastic halt in favor of effective tension building. Working yourself through the dark abandoned rooms of the Ishimura with your blacklight on (revealing gory blood splatters all over the place) was creepier than any of the previous levels. Now, players were put in the fake safety of being said that the entire place was completely investigated and put under quarantine. Yet still, you never got over the feeling that you were not alone on this abandoned ship, and that it was just a matter of time till something is going to come after you.
The return to the USG Ishimura in Dead Space 2 is a prime example that the scariest parts in a game are not necessarily when we CAN see what we're afraid of, but rather when we can't see it, or don't even know if there is anything to be afraid of at all. In this case, the player's anticipation and uncertainty is what makes this scene stand out so significantly among all of Dead Space's other great moments. 


The Beginning of The End
The Last of Us

From Crash Bandicoot up to Uncharted 2, the development studio Naughty Dog has earned its way to the best of the best when it comes to game creators. On top with studios like Valve, seemingly everything that Naughty Dog develops is destined to become a critical success and to sell like hot cakes.
Same goes for their most recent creation - The Last of Us.
Right from the start, the beginning of the apocalyptic story of a zombie outbreak already shows players that they are playing something of very immersive and high quality.
Putting you into the shoes of Joel's daughter Sarah, this is proabably the first zombie outbreak in video game history that is witnessed by player's through the eyes of a single family or child instead of a global military perspective in a cut-scene.
The entire prologue just oozes top notch presentation and despite its not too extensive gameplay capabilities it manages to be incredibly immersive, switching the player's role from the defenseless daughter Sarah to the protective father Joel. It's truely amazing how much emotion and sympathy is delivered in this literal "Beginning of the End", only to ultimately break our heart when Sarah tragically dies at the end.
This is easily the most impactful and gut-punching game intro of the past generation. 


The Cake is a Lie

Talking about creative studios, Valve's Portal itself was a very unique albeit fairly short experience.
Like a rat in a maze you basically always followed GLaDOS instructions to complete every single challenge each of the several test rooms had to offer. After completion of said rooms you are promised of getting the reward of...cake.
Being the little experimental game it was, many gamer's just went for its flow and also just thought that you would "actually get some damn fine cake" in the end. But in a dramatic change of events, GLaDOS reveals that "the cake is a lie" and was just there to serve as a driving force for you to come this far.
It's only then that the really interesting part of the game begins. Escaping the oven chamber's firy pits the test lab A.I., GLaDOS, wanted to throw you into, finally frees you from its grasp and lets you use the Portal Gun in areas outside of the test room chambers, which means that you can now use it in uncharted territories.
Finally getting to use the gun in those areas is significantly more interesting, challenging and fun than it was even in the test labs. Experimenting is now greatly encouraged, while you also feel that you are gradually working your way towards the facility's exit to see how the world "outside of the box" (test labs) actually looks like.
The famous and endlessly quoted line "The cake is a lie" marks the quint-essential turning point in Portal's interesting journey, which undoubtedly left a deep impression on the last generation as well as gaming culture itself.  


The Last Laugh
Batman: Arkham City

When developer studio Rocksteady released the highly anticipated sequel for the critically acclaimed Batman: Arkham Asylum, most critics agreed that everything was bigger, better and simply more fleshed out, making Batman: Arkham City one of those games that are quite superior to the original (don't get me wrong, Arkham Asylum is of course still damn good as well).
Accordingly, Rocksteady hit gamers with new ideas and story paths in Arkham City, that took unexpected new risks to the franchise, amping up the ante.
The hands down biggest of said risks was the decision of involving a sick and dying Joker into the game's main story.
Concluding the chase after the Joker by encountering and vanquishing several other villains, it came to a dramatic showdown between The Joker, Clayface and Batman during the final act of the game. Unluckily for the Joker, his sickness ultimately got the upper hand, killing him after the fight with Batman.
During the course of the entire game, it got more and more obvious that the Joker saw his sheer existence as a product of Batman in some kind of sick symbiotic relation, basically dooming the two rivals in an endless battle between good and evil.
Whereas let alone Rocksteady's decision to let the most iconic Batman-villain, The Joker, die in the end of their game was a truely big shocker for gamers, Batman's last words to Joker ultimately manifested Joker's final moment as an unforgettable video game moment of the past generation: "Even after everything you've done, i would've saved you."


No Russian
Call of Duty: Modern Warfare 2

The story was never a big strong point in Call of Duty games. While they were never truely horrible (COD4 and Black Ops were actually fairly good), they mostly remained in the realm of Michael-Bayish plot structures to put players into cool situations and environments to shoot things in.
A big trademark aspect about those plot points nowadays has come in the form of specific and very obvious scenes that try to shock players, like the forced shock-value of a dying mother and kid in MW3.
However ridiculously forced, cheap and predictable those scenes may seem in the more recent COD games, the mission "No Russian" from Modern Warfare 2 is what started this trend with its truely uncomfortable situation it put players into.
As an undercover special forces agent in a terrorist group, "No Russian" forces the player to take part in a big killing spree in a Russian airport, killing dozens of innocent civilians.
Due to its offensive nature and the immensely uncomfortable sense for realism, this particular mission clearly stood out among everything else MW2's campaign had to offer.
Of course this mission had obviously also been primarily designed to shock audiences and deliver (negative) promotion or at least additional attention for the game in widespread television News across the globe.
Yet still, if a single mission like this can immerse the player to such a point, that simply playing the mission for the first time makes him feel like he's actually doing something ethically wrong, this makes it easily a moment to be remembered.  


Three Leaf Clover
Grand Theft Auto IV

Grand Theft Auto V in general and especially their heists are of course undoubtedly far more fleshed out in terms of depth and spectacle than the ones from any other GTA before it. But still, the one mission that was just so good that Rockstar Studios created the entire concept of GTA V around it, was GTA IV's bank heist mission called "Three Leaf Clover".
Said mission stood ous as the most intense, flexible and cinematic of all of GTA IV's missions. Paying tribute to classic heist movies like Heat and Point Break, Three Leaf Clover had the player (as Nico Bellic) join a team of fellow gangsters to execute a bank heist.
Like an entire movie bank heist scene, the mission featured every single step of the heist from entering the heist itself, over getting the money and keeping all the hostages quiet, to making your chaotic escape from the cops through the city and the subways.
Mostly thanks to its cinematic depiction, tension building and flexible pacing, the gaming community widespreadedly refers to this mission as "the best part in GTA IV". And rightfully so.
Even considering how fun and fleshed out all of the heists in the sequel, GTA V, turned out to be, none of them even remotely had such an impact as Three Leaf Clover. 


John Marston's Last Stand
Red Dead Redemption

All went so well for John Marston during the final act of Red Dead Redemption.
Seemingly having escaped from the misguided decisions of his past and reunited with his family, it all seemed to go all uphill from here on out. But Rockstar Games thought differently, when the last couple of "relaxing" farming missions and scenes between John and his family revealed themselves to be the "calm before the storm":
Suddenly the Marston ranch found itself attacked with gunshots by bureau agent Edgar Ross and his fellow government agents, who have been after John Marston and his former gang right from the start.
While John manages to succesfully hold the troops back for his son and wife to escape, he ultimately finds himself surrounded and trapped in one of the ranch's barns.
John Marston, as well as the player, know from this point on that there is no turning back now. After opening the barn's doors and being confronted with over 10 enemies, the player/John Marston whips out his gun and uses his characteristic Dead-Eye-(slow motion)-Aim for one last time. And for a split second, it feels like John could actually make it...but considering that John doesn't even have enough bullets in his colt for all of the foes, it is just impossible for John to make it out alive.

The simple way of how ultimately badass John Marston goes out of this life with literal "guns blazing" and the sudden turn of events, with the past ultimately catching up to John, made this particular moment stand out.
It's not always the way how the hero wins in the end, but sometimes just HOW he loses.
Whereas the epilogue featuring John's son taking the deserved revenge on Ross and his men represented the actual satisfying "good ending" of the game, it's still the way our main protagonist John left this world in a blaze of glory that stuck with us.


 The Battle Against Poseidon
God of War III

Especially the phenomenally spectacular "intro boss battles" of each of the God of War games are a main trademark of the franchise next to its brutal execution kills. With all respect to GoW1's Hydra battle and GoW2's battle against the Colossus of Rhodos, the large scale battle against Poseidon from God of War 3 just takes the cake.
Taking place on the back of the titan Gaia while she is climbing upwards the Mount Olympus, makes the entire battle against Poseidon and his summoned "horse-crab-claw-monsters" possibly the biggest showcase on what epic, flexible, large scale battles the PS3 powerhouse can bust out. Never before have players witnessed the "arena" and environment changing simultaneously during a battle, in which you yourself truely felt like you were fighting against a giant god.
Jumping from one part of the titan to the next, making your way through intersections by climbing on the Mt. Olympus only to later head back to the titan's back all while fighting Poseidon, makes the entire intro enormously fun to play considering how much stuff and variety it throws at you continously.
The fact, that Poseidon's final execution is witnessed through his (the victim's) eyes and for the first time let's players feel how freaking scary it actually is to get killed by Kratos, is just the cherry on top of this bombastic intro to the final entry of the God of War Trilogy.
All in all, simply judging by sheer spectacle and epic scale, this very first level of God of War 3, even now in 2014, has yet to be topped.


Meeting Andrew Ryan

As a spritiual successor to the PC horror classic System Shock, Bioshock truely did justice to its legacy thanks to its immersive world, artstyle and overall flawless presentation. But even all of it would've crumbled if the game's story was not holding up. Luckily though, Bioshock's story kept things straightforward and simple, yet pretty complex at the same time (especially when picking up additional intel and progressing through the story).
Fitting to the twisted story of the original System Shock, Bioshock's major twist blew our minds on so many levels when we first experienced it:
When meeting the founder and mastermind of the underwater city of Rapture itself, Andrew Ryan, he revealed to protagonist Jack/the player that he has been manipulated all along by the supposed friend Atlas, who helped you through the entire game by telling you what to do. In a dramatic twist, it turns out that Jack himself is a brainwashed slave who unconditionally obeys any order if you say them with the exact words "Would you kindly?" (sort of like in The Manchurian Candidate). These exact words have been said by Atlas constantly after every single order he gave you and therefore have been in your face the entire time, yet never noticed by the player.
This masterful twist was so simple, yet so effective, where it even broke the fourth wall and put a finger on you, the "the player of the game", judging you, who always exactly did what the game/Atlas told you to.
There's no question about it, that Andrew Ryan's words "A slave obeys, a man chooses", following his ultimate sacrifice to proove this to you, haunted many players over the years, making this moment without any doubt the most memorable story twist of the last generation.


All Ghillied Up
Call of Duty 4: Modern Warfare

Love or hate Call of Duty, but every gamer has to admit that the franchise just has to have done something right when the entire genre of (online) military shooters almost universally orientated itself on the standards set by the milestone, which was Call of Duty 4.
Along with setting market standards with the ranking-up system in multiplayer as well as Michael Bayish modern military action set-pieces, the nowadays unavoidable (and now mostly generic) "sniper level" in several FPS games was only firstly mastered and introduced with the high tension level "All Ghillied Up" in Call of Duty 4.
There, you take on the role of Sergeant Price in a retrospectively set mission in Pripyat, where the infamous Chernobyl nuclear facilty accident took place. In this radioactive territory you and your fellow Captain McMillan are set to assassinate the Russian extremist leader Zakaev.
Aside from being one of the first full on sniper campaign missions that strictly set a focus on stealth and not on offensive combat approaches, the entire level of "All Ghillied Up" is a masterful example of great tension building, pacing and atmosphere.
Constantly watching out for enemies lurking around, you and MacMillian make your stealthy way through high gras areas, the spooky ghost town of Pripyat itself until its up to you two to take out Zakaev.
Yet suddenly, you and MacMillan get spotted. Now, the entire game's pace makes a sudden change into a dynamic action-filled escape run when all of Zakhaev's military troops start hunting you.
Overall, "All Ghillied Up" just stood out as a significant change of pace in an already great shooter. It's a level, which just felt so well orchestrated, designed and just complete in itself, that it marked the starting point for the nowadays "obligatory sniper level" in any military shooter. Yet, absolutely no other sniper level or game managed to top "All Ghillied Up" when it comes to high quality level design.  


Uncharted 2: Among Thieves

Naughty Dog's Uncharted 2 just oozes quality game design (just like everything Naught Dog released) and was almost overly full of great set piece moments. Therefore, it rightfully was THE PS3 flagship title to get for a long time.
Among its large roster of great levels and set pieces, the level Locomotion clearly stands out.
Said level features protagonist Nathan Drake making his way to the front lead wagon on an enemy filled, long and moving train.
Obviously paying tribute to vehicular set pieces from Indiana Jones movies, Locomotion is a great example of a strictly linear level that nevertheless stands out through its expertedly crafted ability for the player to flexibly choose from which angle he wants to approach it.
Instead of making your way from wagon to wagon by going through them, the player can flexibly climb outside of the wagon's windows and tackle enemies either from the sides as well as from above by climbing onto the wagon's roof.
Considering that the train offers a great dynamic pacing through its fast movement and enemy variety, the player is constantly on the edge throughout the entire level: Always being in a good cover position, watching out not to get hit by track signs when climbing, staying flexible when heavily armored enemies suddenly appear, etc.
On top of all that, setting changes, like the train suddenly moving through a tunnel or getting attacked by a chopper, put even more obstacles in your way and keep things constantly changing throughout Locomotion.
It's very hard to name the one single greatest level in Uncharted 2, but thanks to all the variety, flexibility and (most importantly) fun to be had, it has to be Locomotion.  


The Last of Us

The Last of Us is a fantastic, fascinating and emotional journey though Naughty Dog's dystopian world.
Just like Uncharted 2, The Last of Us has so ridiculously many memorable moments that it would be simply unfair to let moments of a single game fill up this entire list (therefore we have to be quite picky in this top 20 list).
With The Last of Us' story playing out over the course of a year, divided up not into chapters but rather seasons of the year, Winter is by far the absolute most important out of all of them.
Throughout the course of the story, the relationship between Ellie and Joel takes the center stage. With that said, there is serious character development going on between the two, constantly changing their relationship to each other. While the two start off with a fairly functional relationship to each other, with Joel looking at Ellie as just another job to do, the journey through the post-apocalyptic United States immensely changes this. The absolute climax of the tension and evolving emotional relationship between the two is reached in the segment of Winter.
After Joel has been severely wounded with a metal pipe at the end of Autumn, the game instantly cuts to Winter with the player now controlling Ellie. For quite some time the game seemingly denies to answer what happened to Joel. Is he dead? Alive? The tension simply keeps rising and rising and obviously doesn't stop when Ellie encounters a group of (cannibalistic) scavengers, who, after helping Ellie and tricking her in a false feel of trust, kidnap her. Now switching to the indeeed living Joel, he embarks on the quest to find and rescue Ellie from the scavengers' camp.
Aside from the tension that keeps rising through great shifts from one perspective to the other (between Ellie and Joel), the segment of Winter also changes the gameplay pacing. While both characters have to deal with being snowblind in snowstorms in specific segments of Winter, the change of play is especially noticable when controlling Ellie, who is (fittingly for a child) far not as strong and well armed as Joel was. Careful stealth approaches and actually avoiding confrontations therefore give her sections a nice feel of authenticity.

There's just so much more to admire here, but simply put:
Serving as a great climax for the game's character developments and relationship as well as the game's mechanics, Winter as a whole segment in the Last of Us is amazing. An immersive, great variety in gameplay set pieces, and most notably the focus on uncertainty, tension and heartbreakingly sad and partially even happy moments make the entirety of Winter in The Last of Us an unforgettable experience.


Suicide Mission
Mass Effect 2

Mass Effect was a fresh new IP from Bioware and quickly gained a large fan following. While it was a successful game, its sequel Mass Effect 2 managed to surpass it in seemingly every way imaginable.
More refined combat mechanics, a larger world with more characters, a deeper story, and much more.

Throughout his extensive journey through various galaxies trying to find a solution against the Reaper threat as well as a newly discovered one, The Collectors, Commander Shepard formed a large crew of many distinct members consisting of humans and diverse alien lifeforms. With each of the crew members having a great and fascinating backstory, Shepard/the player develops a strong bond to each and every crew member through his choices he made. And choices are of course key in Mass Effect 2, which culminate in its grand finale - The Suicide Mission.
In a pretty much insane attempt to stop the Collector threat, Shepard and his crew directly attack and infiltrate their home base to rescue their lost crew members and other kidnapped people.

What makes Mass Effect 2's Suicide Mission stand out so much, is the fact, that it's the flatout best example of how to present and create a great finale to one's journey. With all your choices directly influencing how the this intense finale plays out, you as the player feel directly responsible to get everybody of your crew in and out of there in one piece. From the choices you've made for how you upgraded your ship, over what relationships you have with each crew member, to who of the crew you assign to which task once you are in the enemy base, the entire final mission puts a great amount of pressure on the player that does a tremendously good job to immerse the player in the experience.
Although some might say that the option of manually saving as well as the last boss battle with a Terminator-esque "Human Reaper" stood out negatively for them in this finale, these are only minor nitpicks that don't actually hurt this so well orchestrated climax of the story in any meaningful way.

Getting your entire crew in and out of this seemingly impossible mission through your choices made the player feel like he actually accomplished something. With the choices and events of each game influencing each following sequel, the Suicide Mission in Mass Effect 2 is one of the few game moments, in which the player actually cared about "virtual characters" he himself influenced and developed specific relationships to through his choices.
Therefore, our number one pick for the most memorable video game moment of the last generation is charaterized by being an excellent blend of great gameplay, intense story moments and most importantly choices.

The Suicide Mission from Mass Effect 2 is Invisible Kid's pick for "The Most Memorable Video Game Moment of The Last Generation".  

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